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#346578 Female Duelists and Dueling Network

Posted by Menace13 on 06 July 2012 - 07:52 PM

Hello everybody. You may or may not know of me as a fairly easy-going guy on Dueling Network: giving more warnings than most admins before banning spammers, chilling out with Squiddy/Plants fans, etc. However, I'm here today with a very serious topic: female duelists and how they are treated on Dueling Network.

I am here to say that I really hate how people always seem to believe that female duelists are inherently worse than male duelists. As an admin, I've seen much more than my fair share of bad duelists, and I can guarantee that most of them are male. Sure, this is probably because most duelists are male. So what? I can, off the top of my head, name a dozen good female duelists, but for their safety and comfort I will not disclose their names without consent.

My teammate, ! Mrs, is a female, as her name implies. When she first applied for TFS, we realized that she wasn't the best duelist out there, but we also saw that she had a fairly basic knowledge of the game and the capacity to learn a great deal more. Over the course of the last three months, I have had the great pleasure of seeing her grow in knowledge and skill through the help of her teammates and friends. In the past week, she even went 20-1 in matches with Worms. That's a feat to be proud of. She has also increased her ruling knowledge with the help of teammates, admins, and teammates who are admins; at this point, I do not doubt that she could become an admin on the next admin test. She proved us correct in our assumptions that she could learn and grow in skill in order to become a greater duelist, perhaps even going beyond our expectations. She is an amazing duelist, and I am proud and lucky to have ! Mrs as my friend and teammate. She is one of my best friends, and I could never wish for less.

The next example is a female duelist I'm sure most if not all of you know or have heard of. Goddess, also known as Flower, has been an admin since the early days of Dueling Network, before admin calls, during the time of the A.S.S. button. She was an admin throughout the time period before the admin log and screenshot button, which was quite possibly one of the hardest time periods for admins, as we had to use our best judgment without having any proof of cheating, etc. Long before I became an admin, I had the pleasure of meeting her under the name Flower in the public chat, and we became friends  (or so I believe, although apparently she wasn't sure of my gender at first). At the time, she was fairly active, and very friendly to everybody in the public chat. Around that time, I dueled her for the first time, and, I'll admit, I was surprised when I lost. That, along with the fact that she had successfully become an admin on DN (which is much harder than become a Konami certified RC-1 judge), proved to me that she was a good duelist with a superior knowledge of the game. Only a tiny fraction of users are capable of becoming admins (approximately 4% passed the last exam, and less than that were actually accepted as admins). This incredible female had proven to me that she was in the top percentage of all Yu-Gi-Oh! players in knowledge if not in skill as well.

Since those events, I have had the pleasure of meeting a handful of other female duelists, and nearly all of them are as skilled as some of the best, if not better. At least one female duelist can be found on each of the very best teams, and I truly believe that female duelists make the game much more fun. And so this thread is made in honor of all female duelists as well as in order to draw a line.

It has also come to my attention that some female duelists have received the bad kind of attention in addition to the good kind. Many times I have seen male duelists badgering female duelists, whether for a girlfriend, for a duel, or just to make fun of and insult them. I am here to say that this will not be tolerated. The Dueling Network Duel Note rules clearly state that there is to be "no advertising, spam, vulgarity, lurking or age/sex preferences".

As the focus of this topic is on females, let me take a quick gander as to the definition of "lurking". The Dueling Network Rules and Punishments table says that "Lurking for sexual purposes" can be defined as "using a communication system to solicit sexual contact or engage in inappropriate sexual discussions". One example provided is "Hosting a Duel with the notes "PM me for sex", "Hot girls only", etc.". Do you have any clue how often I have had to ban people for Duel Notes of this variety? I am one of the admins who most frequently bans people for Duel Notes, so I can assure you, this is much more common than it should be, and it will never be tolerated, along with all of the other rules you can find here. It is disgusting to see the state of male Yu-Gi-Oh! players around females these days.

In conclusion, I expect in the future to see the Dueling Network community treat female duelists with much more respect than I have seen in the past, as they are one of the greatest additions to our group. I'm not saying you should treat them in any special way, I just expect you not to treat them badly. I don't care who you're dueling, follow the rules. This goes for everyone. Lastly, one thing that I've seen is something most females do NOT want: I've seen guys taking it easy on them. I can guarantee that most of them want to actually have a challenge, they don't simply want to be bored because their opponents aren't even trying. People like that are one reason many females have been driven away from the game.

I know that this message isn't going out to all of you, I have seen hundreds of users act very gentlemanly to the women of our community. But please, to those of you who are kind to females, don't go overboard. Treat them as you would any other duelist while respecting their gender and not causing a huge upset over the claims that "no girls play Yu-Gi-Oh!", as it is not only false, but can also lead female duelists to believe you think they are bad at Yu-Gi-Oh!, which is most definitely not true. Thanks for your time, and I hope you take something away from this article; it might just help you at some point in the future.

-Menace13


#1223467 DNYCS Pittsburgh: Sign-Ups are closed!

Posted by chaos.knight199 on 11 June 2013 - 09:02 PM

Welcome to DNYCS Pittsburgh!


pLAnl16.png




The DNYCS, originally started by chaos.knight199 and FluffyGrenades in September 2012, is now officially back as a major competitive tournament series on DNF! Here you will battle against other players to earn victories, glory, the right to brag, and ultimately a chance to participate in DNYCS World Championship!

A brief introduction to the whole series can be found here: http://forum.dueling...n-introduction/



DNYCS 1 Format:

  • TCG Advanced Format, Best of 2 out of 3 duels for each match.
  • Begins with a non-elimination Swiss Round followed by a Top 16 Single Elimination Bracket

Signing Up:

  • By signing up to this tournament, you agree to fully read and understand all of the rules of the event.
  • You must have an activated DNF account in order to participate.
  • EDIT on June 18, 2013: Due to the massive amount of sign-ups, we are forced to stop our sign-ups right now. Thank you for your interest in this tournament and we are extremely sorry for having to do so. There are, however, many other tournaments available on the forums, including Clashes and Lives and Unofficial Tournaments, so be sure to check them out!
    For those of you who have already signed up, we will try to accommodate as many people as possible, but it is possible that some of you will be cut. Priority to participate in DNYCS Pittsburgh will be determined based on whether you signed up early enough or not. If you are cut, you will not receive a PM from us, so please watch the list of approved participants carefully for the next few days.

General Rules:

  • EDIT: June 17th, 2013: Also, this is a courtesy warning. Due to the high number of participants already registered, we are considering placing a maximum cap on the number of participants. This is due to software and program limitations in terms of designing swiss brackets, and quite frankly, we did not expect this many participants considering previous tournaments that have been advertised in this manner. Therefore, it is advised that you sign up as soon as possible. It is extremely likely that we must end our sign-ups several days before June 24, 2013.
  • Each round will last for 72 hours.
  • Inactivity will not be tolerated in this tournament. If you need an extension PM chaos.knight199. Otherwise, you will be disqualified after going inactive for 2 rounds of Swiss or 1 round in single-elimination.
    • If you need to forfeit a round's match or drop out of the tournament because you cannot be active, inform chaos.knight199 as soon as possible.
  • Cheating and unsportsmanlike behavior is absolutely forbidden under any circumstances and will result in you being disqualified from this tournament and banned from DN tournaments.
    • This includes, but is not limited to, lying to a tournament organizer, modifying your deck to counter your opponent's deck, harassing your opponent etc.
  • If you receive a DN or DNF ban or suspension, you will be dropped from the event.
  • The top 16 decklists will be published.

This Tournament Will Officially Begin on June 25, 2013!


Good Luck to All Participants, and remember to check this subforum regularly in order to see who to duel for the First Round!

List of Approved Participants:




#1002867 PSCT: the Key to Ruling Knowledge

Posted by bilaterus on 05 March 2013 - 06:05 PM

PSCT: the Key to Ruling Knowledge*

 

*The title name is open to suggestions.


Table of Contents

Note that if you are studying PSCT for the first time, it's advised to study it section by section, over time. Fully understand one part before moving on to the next.


1. PSCT? What's that? Why should I care about it?

PSCT stands for Problem-Solving Card Text, and it means the new card text that Konami have used to write Yugioh cards since roughly when Xyz monsters were introduced. It's important because this new text was designed to give a lot of information about the way the cards work.

PSCT, along with some other basic mechanics to do with Chains, cover perhaps 90% of all ruling situations. It's definitely worth becoming familiar with it! 

The following rules are only for cards with this new card text. Older cards will not necessarily follow these rules. Make sure the card has PSCT before applying any of these rules!


2. Chains, and Costs/Effects

When a card is written with this new text, it is easy to tell which card effects, especially monster effects, uses the Chain (and as before, activating Spell and Trap cards themselves always starts a Chain.)
If a card effect has a colon ( : ) or a semi-colon ( ; ) in its effect text, activating that effect uses the Chain. If not, that effect does not activate or use the Chain.

Examples:

  • Mermail Abyssmegalo
    You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.
    -We see that its summon effect, its search effect, and its double-attack effect all start Chains.
  • Collapserpent the Ebony Dragon
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 LIGHT monster from your Graveyard, and cannot be Special Summoned by other ways. You can only Special Summon "Collapsarpent the Ebony Dragon" this way once per turn. If this card is sent from the field to the Graveyard: You can add 1 "Wyburstar the Ivory Dragon" from your Deck to your hand.
    -We see that its Special Summon effect does not start a Chain, but its effect when it is sent to the Graveyard does start a Chain.
  • Fusion Gate
    While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.
    -We see that a Fusion Summon using Fusion Gate starts a Chain. This is separate to activating Fusion Gate itself onto the field, which obviously also starts a Chain.

Now, when a card is activated, it may have a cost, or you have to choose a target for it, and both of these actions are done at the same time as activating the card.
If an action is written before a semi-colon, it is done at activation of the effect. If it is written after a semi-colon, or there is no semi-colon, it is done when the effect resolves.

Examples:

  • Super Polymerisation
    Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either side of the field as Fusion Materials. Cards and effects cannot be activated in response to this card's activation.
    -We see that discarding 1 card is a cost to activate Super Polymerisation and this discarding is done when the card is activated, but sending the Fusion Materials to the Graveyard is not a cost, and is part of the effect.
  • Trance Archfiend
    Once per turn: You can discard 1 Fiend-Type monster, and this card gains 500 ATK until the End Phase. When this card you control is destroyed and sent to the Graveyard: You can target 1 of your banished DARK monsters; add that target to your hand.
    -We see that discarding a Fiend-Type is not written before a semi-colon and is therefore not a cost. Discarding is part of its effect.
  • Card Trooper
    Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 ATK for each card sent to the Graveyard this way, until the End Phase. When this card you control is destroyed and sent to your Graveyard: Draw 1 card.
    -We see that sending 1-3 cards to the Graveyard is a cost to activate the effect of Card Trooper, so the milling is done when the effect is activated and not when the effect resolves.

See also: http://www.konami.co...rticles/?p=2947

 

3. Special Summons

There are lots of cards with effects that negate Special Summons. However, these can only negate Special Summons which do not start a Chain. To prevent the Special Summon effect that starts a Chain, the effect itself must be negated.

a) Examples of cards that negate Special Summons:

  • Thunder King Rai-Oh
    Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon exactly 1 monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.
  • Solemn Judgment
    When a monster would be Summoned OR a Spell/Trap Card is activated: Pay half your Life Points; negate the Summon or activation, and if you do, destroy that card.
  • Evolzar Laggia
    2 Level 4 Dinosaur-Type monsters
    During either player's turn, when a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and if you do, destroy that card.

b) Examples of Special Summons:

  • Black Luster Soldier – Envoy of the Beginning
    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects.
    ● Target 1 monster on the field; banish that target face-up. This card cannot attack the turn you activate this effect.
    ● During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.

    -We see that its Special Summon effect does not start a Chain (no colon or semi-colon) so Evolzar Laggia could negate its Special Summon.
  • Gorz, Emissary of Darkness
    When you take damage from a card your opponent controls: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect. When Special Summoned this way, activate the appropriate effect, based on the type of damage.
    ● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of Battle Damage you took.
    ● Effect Damage: Inflict damage to your opponent equal to the amount of damage you took.

    -We see that its Special Summon effect does start a Chain. This means that to prevent its Summon, a card would have to negate the activation of the effect of Gorz, Emissary of Darkness. Something like Solemn Judgment could not do so because it cannot negate monster effects.
  • Monster Reborn
    Target 1 monster in either player's Graveyard; Special Summon it.
    -We see that it starts a Chain, and so to prevent the Special Summon a card would have to negate the activation of Monster Reborn itself. Something like Thunder King Rai-Oh could not do so because it cannot negate Spell Cards.

See also: http://www.konami.co...rticles/?p=3111

 

4. Targeting

Targeting is the technical term for selecting what cards are going to be affected by a card effect. A card with PSCT only targets if it uses the word 'target' in the text before the semi-colon.

Examples:

  • Lyla, Lightsworn Sorceress
    During your Main Phase: You can target 1 Spell/Trap card your opponent controls; change this card you control from face-up Attack Position to face-up Defense Position, and destroy that target, but this card's battle position cannot be changed until the end of your next turn, except with a card effect. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.
    -We see that its effect does target a Spell or Trap Card at activation of the effect, so the opponent could Chain the targeted card to the effect of Lyla, Lightsworn Sorceress, if they can.
  • Neo-Spacian Grand Mole
    At the start of the Damage Step, if this card battles an opponent's monster: You can return both monsters to the hand (without damage calculation).
    -We see that the word 'target' is not used, so this card does not target the opponent's monster.
  • Creature Swap
    Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
    -We see that this card does not use the word 'target' so both players choose a monster when the effect of Creature Swap resolves, and not at activation of Creature Swap.

Any conditions on the chosen card when it is chosen must be correct when the effect resolves if the card says 'target' after the semi-colon as well.
If it does not say 'target' after the semi-colon, the chosen card just needs to be in the same place.


Examples:

  • Atlantean Marksman
    When this card inflicts Battle Damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent-Type monster from your Deck, except "Atlantean Marksman". When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.
    -We see that the text refers to 'that target' after the semi-colon, so the target must still be correct when the effect resolves; that is, it must still be a Set card. If the targeted card is flipped face-up by the time the effect of Atlantean Marksman resolves, the card is not destroyed.
  • Adreus, Keeper of Armageddon
    2 Level 5 monsters
    Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; destroy it.

    -We see that it does not refer to 'that target' after the semi-colon, so even if the targeted card is flipped face-down by the time the effect of Adreus, Keeper of Armageddon resolves, it is still destroyed.
  • Circle of the Fire Kings
    Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first monster, and if you do, Special Summon the second monster from your Graveyard. You can only activate 1 "Circle of the Fire Kings" per turn.
    -We see that it does not use the word 'target' after the semi-colon, so even if the monsters on the field are no longer FIRE monsters by the time the effect resolves, the first monster is still destroyed and the second monster is still Summoned.

See also: https://yugiohblog.k...rticles/?p=2962 ; http://www.konami.co...rticles/?p=3140

 

 

5. Multiple Target Effects

There are many effects which target more than 1 card at once. As above, if they use the word 'targets' after the semi-colon, any conditions on the chosen cards must still be correct when the effect resolves, and if it doesn't use 'targets' then the cards chosen only need to be in the same place. 
Additionally, if it uses the word 'both' or 'all', then if one chosen card is no longer correct no others are affected. 
Otherwise, if one chosen card is no longer correct, the others are still affected.


Examples

  • Pain Painter
    While this card is face-up on the field, its name is treated as "Plaguespreader Zombie". Once per turn: You can target up to 2 face-up Zombie-Type monsters you control, except this card; they become Level 2 until the End Phase. They cannot be used as Synchro Material Monsters except for the Synchro Summon of a Zombie-Type monster.
    -We see that, for its targeting effect, there is no mention of 'those targets' after the semi-colon, so even if the targets are no longer Zombie-Type by the time the effect resolves, that monster is still changed to Level 2. Also, there is no mention of 'both', so if one of the targets is removed by the time the effect resolves, the other monster is still affected.
  • Constellar Star Cradle
    Target 2 "Constellar" monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activated this card.
    -We see that there is no mention of 'both' in this text, so if one of the targets is removed from the Graveyard by the time the effect resolves, the other target will still be added to the hand.
  • Naturia Marron
    When this card is Normal Summoned: You can send 1 "Naturia" monster from your Deck to the Graveyard. Once per turn: You can target 2 "Naturia" monsters in your Graveyard; shuffle both those targets into the Deck, then draw 1 card.
    -We see that the term 'both' is used, so if one of the targets is removed from the Graveyard by the time the effect resolves, the other is not returned, and no card is drawn.

See also: https://yugiohblog.k...rticles/?p=2962 ; http://www.konami.co...rticles/?p=3140

 

6. Causation and Timing

Sometimes a card effect does several things, and there are lots of possible ways the parts of the effects can relate to each other, in terms of whether the parts are treated as simultaneous (at the same time) or not, and whether the first part must be successful for the second to go on at all. The main phrases are explained here.

 

There may seem like a lot, but each phrase intuitively tells you what it means. So you can get a feel for what they mean after a little practice. Alternately, you can always quickly look them up if you need to. 
 
Warning: PSCT is constantly being added to, and conjunctions especially were added significantly long after PSCT was initially introduced. So, even on some old cards with PSCT, the term 'and' is used when 'and if you do' is meant.  Be cautious with such older cards (Lyla, Lightsworn Sorceress and Starpdust Dragon are notable examples).


a) Do A, and if you do, do B
-A and B happen simultaneously.
-If A can't be done, B isn't done.
-A is still done even if B can't be done.

  • Solemn Warning
    When a monster would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon or activation, and if you do, destroy that card.
    -A is negating the Summon or activation, and B is destroying the card that is being Summoned or activated. If the card cannot be destroyed, its effect is still negated.
  • Circle of the Fire Kings
    Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first monster, and if you do, Special Summon the second monster from your Graveyard. You can only activate 1 "Circle of the Fire Kings" per turn.
    -A is destroying the first monster, and B is Summoning the second monster. If the first monster cannot be destroyed, the second isn't Summoned.

b) Do A, then do B
-B happens strictly after A.
-If A can't be done, B isn't done.
-A is still done even if B can't be done.

  • Goldd, Wu-Lord of Dark World
    If this card is discarded to the Graveyard by a card effect: If it was discarded from your hand to your Graveyard by an opponent's card effect, you can target up to 2 cards your opponent controls; Special Summon this card from the Graveyard, then destroy those cards (if any).
    -A is Special Summoning this card, and B is destroying the targets. If targets are destroyed, it will cause cards which respond to Summons to miss their activation timing.
  • Battle Break
    When an opponent's monster declares an attack: Your opponent can reveal 1 monster in their hand to negate this card's effect, otherwise destroy the attacking monster, then end the Battle Phase.
    -A is destroying the attacking monster, and B is ending the Battle Phase. This will cause 'when' optional effects that are triggered by destruction to miss their activation timing.

c) Do A, also do B
-A and B happen simultaneously.
-If one of A and B cannot be done, the other is still done.

  • Offerings to the Doomed
    Target 1 face-up monster on the field; destroy that target, also skip your next Draw Phase.
    -A is destroying the target, and B is skipping the Draw Phase. If the monster cannot be destroyed, the Draw Phase is still skipped.
  • Masked Ninja Ebisu
    Once per turn, if you control a face-up "Ninja" monster other than "Masked Ninja Ebisu", you can activate this effect: Return a number of your opponent's Spell/Trap Cards to the hand, equal to the number of "Ninja" monsters you control, also every face-up "Goe Goe the Gallant Ninja" you control can attack your opponent directly this turn.
    -A is returning Spell/Trap cards to the hand, and B is the effect allowing Goe Goe the Gallant Ninja to attack directly. Even if no cards are returned to the hand, Goe Goe the Gallant Ninja can still attack directly.

d) Do A and do B
-A and B happen simultaneously
-If one of A and B cannot be done, the other is not done

  • Light and Darkness Dragon
    Cannot be Special Summoned. While face-up on the field, this card is also DARK-Attribute. Once per Chain, during either player's turn, when a Spell Card, Trap Card, or monster effect is activated: This card loses exactly 500 ATK and DEF and that activation is negated. When this card is destroyed and sent to the Graveyard: Target 1 monster in your Graveyard (if possible); destroy all cards you control, also Special Summon that monster (if any).
    -The negation effect requires that LaDD can both lose 500 ATK and DEF and negate the activation of the card effect. If LaDD cannot lose exactly 500 ATK and DEF, it does not negate the activation either. 
  • Number 53: Heart-eartH
    3 Level 5 monsters
    Once per turn, when this card is targeted for an attack: It gains ATK equal to that attacking monster's original ATK, until the End Phase. If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. When this card on the field is destroyed by a card effect while it has no Xyz Materials: You can Special Summon 1 "Number 92: Heart-eartH Dragon" from your Extra Deck and attach this card from the Graveyard to it as an Xyz Material. (This Special Summon is treated as an Xyz Summon.)
    -The last effect must be able to both Special Summon and equip Heart-eartH as Xyz Material, or it does nothing. Summoning and equipping are simultaneous.

e) Do A, also, after that, do B

    (or Do A, also do B after that)

- B happens strictly after A

- If one of A and B cannot be done, the other is still done.

 

  • Granmarg the Mega Monarch
    You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. When this card is Tribute Summoned: Target up to 2 Set cards on the field; destroy those targets. If this card was Tributed Summoned by Tributing an EARTH monster, add this additional effect.
    ● Also, draw 1 card after that.

    -If Granmarg gets its effect to draw, then it will cause any 'when' optional effects of the destroyed cards to miss their activation timing. 

  • Scrap-Iron Statue
    When the effect of a face-up Spell/Trap Card your opponent controls is activated: Destroy that card, also, after that, Set this card face-down instead of sending it to the Graveyard. If this card is sent to the Graveyard: You can target 1 "Junk" monster in your Graveyard; Special Summon that target in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.
    -The destruction will cause things to miss the timing, because the last thing to happen is Scrap-Iron Statue setting itself. Also, Even if Scrap cannot Set itself, it will still destroy the opponent's card, and it will still Set itself if it can't destroy the opponent's card any more.

See also: http://www.konami.co...rticles/?p=4514

 

 

Well, that's pretty much all there is to PSCT. There are some more complicated matters to do with precedent - things that aren't on the card text whose absence tells you how it works - but those can be dealt with on a case by case basis. 

 

If there are any suggestions, feel free to post! Take care.




#182016 The Complete HERO Guide

Posted by Ultimate lol on 25 April 2012 - 07:55 AM

29-02-2015 In celebration of the TCG release of the HERO Structure Deck the guide is once again Complete! Being updated with All the current and upcoming support and lots of other new content. This update was a long time coming (sorry guys) but is hopefully in time for you all to enjoy the new HERO's. Happy reading and beware my
Warning!
The following guide is long. You are not required to read the full guide in order to comprehend HERO’s. The guide is separated in sections that can be read separately. These sections will be written in order of interest. So the most interesting stuff will be at the top of each section and the cards will get worse the lower you go. This way you can decide on the line of content you find interesting.
Lastly, I do not recommend reading this in one go.
Now without further ado,

The Complete HERO Guide
680tT.jpg
Credits to Bawang Ryuuzaki http://bawang-ryuuzaki.blog.163.com/
Table of Content:
A short introduction to different HERO builds


Building a HERO deck

Strategies and general combos

Sample skeleton builds

Rulings

The HERO’s.

The Fusions
Omni-HERO’s

Classic Fusions

Special fusions.

Vision fusions.

Evil HERO fusions

Destiny HERO Fusion




#85853 Forum Award Approval Thread

Posted by Ultimate lol on 08 March 2012 - 03:53 PM

Award Approval Thread:

There are several awards to be earned on this thread but how do you get them? Well once you meet the requirements for the reward you want you may post here and if it meets the criteria then voila! You've earned an award.

 


FAQ
Can I get awards of an alternate account on my main account?
NO, all awards have to be achieved on the account that has the exact same name.

 

Can I get the Donation Award with expired donations?
Yes, but only if you have proof of said donation in the form of a screenshot


Can I get rewards removed?
Yes, you can request rewards to be removed. However, don't make a habit of getting them removed and requesting them.

 

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All Award categories that say Former are unfortunately retired for now and cannot be requested.

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#496649 Because Deckbuilding is an Art...

Posted by Roxzen on 28 August 2012 - 01:42 PM

You are a fairly decent Yu-Gi-Oh! duelist, taking a stroll in the nearby park on a windy evening. Your Theory-Oh is exceptional, and people in your circle acknowledge your wisdom of the game. You are doing something, perhaps listening to the latest music fad, while taking your pet for a walk.

Suddenly, inspiration strikes. Perhaps you have recently read a fairly interesting card/archetype review just recently. Or the whispers of leaves caused your subconscious mind to think of a card combination that is so blatantly obvious no one had noticed it before, until now. Either way, your hands tremble with excitement, and you unknowingly walk into the heat of the traffic, barely spared from being a road casualty by a well-timed tug from your reliable companion.

Rushing to your abode, you give your pet a large helping of treats, as a gesture of gratitude, and stash your music player into a corner, ignoring the fact that you spent hours to search for it in your already cluttered home. Hurriedly, you scribble the idea onto the nearest whiteboard, barely managed to ink them into a medium before they disappear like the last of ice flowers in spring. You go through the scribbles over and over again, and clap you hand in satisfaction, as you know it will work.

Keeping the whiteboard close to your side, you boot up the Deck Constructor, and the entire array of Yu-Gi-Oh! cards available hovered before you, waiting patiently to be including into your grand masterpiece. Carefully, you reached for one monster card, examining its stats; Level/Rank, Attribute, Type, Effect, Attack and Defense Points, everything. You contemplates on its usefulness, whether it will tremendously help your newly-found strategy, or weigh it down considerably. You scrutinize every single detail with hawk-like precision, looking into any rulings related to the card, before concluding; the card is worth it. Smiling, you added a copy or copies of the card, and goes through the same process again for the next 37-39 cards.

Your deck is complete. But is it really ready for the real deal? You disassemble your deck, separating them into relevant categories. One by one, you look into their synergy and consistency, coherence with your intended theme. You weeds out any situational combination that doesn't worth the effort, and keep the relevant ones. Soon, only the best of strategies remain in your deck. It is finally complete.

Fairly confident with your deck, you took them to a weekly tournament, hoping that it would meet your expectation. To your dismay, your deck barely made it to the top table before being eliminated by an already established deck used by your everyday duelist. You are disappointed, as something you spent so much time on to complete managed to lose, horribly while at it, to such common decks. But you did not falter. You do not continue to mourn your loss, nor throw the deck into the nearest trash compactor and call it a day. No. You contemplate your misplays, redesign your deck to fit the local meta and disassemble it again to look for the any possible faults. You never quit trying, as you firmly believe it will work, one way or another

Eventually, your tenacity pays off, as you won the local tournament. Members of your circle are impressed with your strategies, requesting you to share your secret with them. You withhold nothing, believing that everybody deserve the chance to try out your innovation, because you believe it is fun. You impress everyone with your elaboration, save for a few sceptics that keep saying your win is nothing more than a fluke. Do you respond to them with insults, or worse? No, you gracefully accept their opinion, and civilly debate with them until they either accept it with open hand or just leave the scene.

Some time passes, and you are in the verge of perfecting the deck. Feeling bored, you decided to look up for any new ideas, and suddenly saw your build, the very same build that you used to win your local tournament some time ago, plastered on every Yu-Gi-Oh! boards. You suddenly become upset. Not because someone stole your idea and decides to distribute it all over the place, but because you believe it is still incomplete. But you are sensible. You don't go attacking the poster, claiming that you're the inventor. Instead you become anonymous, pointing out flaws on their choice of cards, correcting their Monster to S/T ratio, and even explaining why 'X' card works with 'Y' strategy and not 'Z' combo. People call on you, throwing insults and derogatory to the so-called 'n00b'. But you don't mind. You never intended to gain any fame or reputation when you created the deck. You just want it to work, like a clockmaker wanting to see his clockworks tick.

Fast forward and you're watching the final match of Yu-Gi-Oh! World Championship via your LCD, your build versus the one that demolished it during its initial debut. It was the third round of match; your build won round one but lost round two. Sipping your tea, you wait in anticipation as both duelists unleash their decks' true potential. Suddenly, both players are in the critical red zone. The other duelist sets a card in the S/T Zone before ending his turn.

It was your build's turn. The duelist summons the very first monster you included in your first attempt. No response. Entering Battle Phase, the monster declares an attack. And the opponent.... stills no response. You let out your loudest cheer as that monster reduces the opposition's Lifepoints to zero. Taking a few moments to gather yourself, you finished the last of your tea, stretching your muscles. As you watch the winner walks onto the podium, you turn your back to the screen, smiling, feeling accomplished. Do you decide to brag to everyone that you are the mastermind behind such magnificent display of skills? Or perhaps start acting like you're suddenly the most important person in the world?

No. You say, "Well, let's make another deck!"

Because deckbuilding is an art, and we all are the artisans.


#495055 ADVANCED Final Countdown FTK

Posted by SaveTheDolphins on 27 August 2012 - 09:18 PM

As the title says, I did it. People kept bugging me about my unlimited and traditional versions so I finally managed to make an advanced version. Keep in mind, this is not meant to be a competitive or consistent deck, this is only proof that it can be done.

Here are links to my previous versions:

Traditional: http://forum.dueling...-countdown-ftk/
Unlimited: http://forum.dueling...-ftk-unlimited/

Here is the deck, it is explained below:

t5LUL.png

Setup:

1. Discard Ceruli to summon him to your opponent's side of the field.
2. Get one copy of Junk Collector to the grave.
3. While you have Inferno Reckless Summon, use monster reborn to summon Junk Collector and then play Inferno Reckless Summon to summon the other two copies.
4. Summon BLS.
5. Make sure to normal summon Royal Magical Library.
6. Play Final Countdown.
7. Have no cards in deck, Primal Seed in hand, Magical Stone Excavation in hand, Upstart Goblin or One Day of Peace (or Into the Void if you have enough cards) in hand and all three traps in grave.

The Loop (bear with me, this is very complicated):

1. Banish Junk Collector and Pyro Clock of Destiny.
2. Banish Junk Collector and Return from the Different Dimension to summon all Junk Collector back.
3. Play Primal Seed to return Pyro Clock of Destiny and Return from the Different Dimension to hand.
4. Play Magical Stone Excavation and discard Pyro Clock of Destiny and Return from the Different Dimension to add Primal Seed to hand.
5. Banish Junk Collector and The Transmigration Prophecy to add Upstart Goblin and Magical Stone Excavation to deck.
6. Draw one with Upstart Goblin.
7. Draw one with Royal Magical Library (it has three counters by now).
8. Banish Junk Collector and Pyro Clock of Destiny.
9. Banish Junk Collector and Return from the Different Dimension to summon all Junk Collector back.
10. Play Primal Seed to return Pyro Clock of Destiny and The Transmigration Prophecy to hand.
11. Play Magical Stone Excavation and discard Pyro Clock of Destiny and The Transmigration Prophecy to add Primal Seed to hand.
12. Banish Junk Collector and The Transmigration Prophecy to add Upstart Goblin and Magical Stone Excavation to deck.
13. Draw one with Upstart Goblin.
14. Draw one with Royal Magical Library (it has three counters by now).
15. Banish Junk Collector and Pyro Clock of Destiny.
16. Play Primal Seed to return The Transmigration Prophecy and Return from the Different Dimension to hand.
17. Play Magical Stone Excavation and discard Return from the Different Dimension and The Transmigration Prophecy to add Primal Seed to hand.
18. Banish Junk Collector and Return from the Different Dimension to summon all Junk Collector back.
19. Banish Junk Collector and The Transmigration Prophecy to add Upstart Goblin and Magical Stone Excavation to deck.
20. Draw one with Upstart Goblin.
21. Draw one with Royal Magical Library (it has three counters by now).
22. Play Primal Seed to return The Transmigration Prophecy and Return from the Different Dimension to hand.
23. Play Magical Stone Excavation and discard Return from the Different Dimension and The Transmigration Prophecy to add Primal Seed to hand.
24. Banish Junk Collector and The Transmigration Prophecy to add Upstart Goblin and Magical Stone Excavation to deck.
25. Banish Junk Collector and Return from the Different Dimension to summon all Junk Collector back.
26. Draw one with Upstart Goblin.
27. Draw one with Royal Magical Library (it has three counters by now).
28. Repeat steps 10-27 until you hit 20/20

PHEW!!!

I hope you enjoy this deck. It took a lot of work to make. Comments and suggestions are appreciated. Please don't forget to click the little green like button.

 

 

EDIT: I found someone who actually pulled the loop off on video (see below).

 




#1263696 Ruling Updates and Announcements [Last Update: 1/10/2015]

Posted by AntiTcb on 29 June 2013 - 09:03 PM

I'd love to give a personal thank you, and original credit to coolchemist2001 for starting this topic.
 
This topic is to make players aware of breaking news in Yu-Gi-Oh! rulings. It can serve as proof if needed for common rulings or for rulings that are abruptly changed. Not all rulings will be here, only the most recent developments we feel users should know about.

 

The Damage Step, and Honest

The structure of the Damage Step has officially changed. Arguably the most important consequence of this is:

 

Honest CANNOT be used during damage calculationHonest must be used before damage calculation, like other ATK/DEF Modifiers.

 

More changes that will apply to DN can be found here: http://forum.dueling...ve-immediately/

 

 

You can see the Konami article on the Damage Step here, and you can see the YGOrganization article explaining it here

 

Sticks and Scales and Chairs, oh my (NEW UPDATE)
If you Normal Summon Star Seraph Scepter, activate its effect as Chain Link 1, then Chain the effect of your Star Seraph Sovereignty, when resolving the Chain, if you add another Star Seraph Sovereignty to your hand by the effect of Star Seraph Scepter, you MAY Special Summon that Star Seraph Sovereignty.

How do I hold all of these Shared Ride cards, and Nekroz Cycle is really more of a one-way street.
If Preparation of Rites adds a Level 7 or lower Ritual Monster from your Deck to your hand, then adds a Ritual Spell Card from your Graveyard to your hand, while the effect of your opponent's Shared Ride is applying, your opponent will draw 2 cards. [This card's errata has changed this ruling.]
 
You cannot Tribute Nekroz of Unicore and Ritual Summon that same Nekroz of Unicore from your Graveyard with the effect of Nekroz Cycle, even if you have another Nekroz monster in your Graveyard. 
 
Secret Forces (ie. Nekroz, Mask Change, Yosenju, and Ritual Beast) Shenanigans
If you chain Vanity's Emptiness to Nekroz Kaleidoscope, no monsters will be sent from the Extra Deck or Tributed. 
 
If you chain Vanity's Emptiness to Mask Change or Mask Change II, monsters will still be sent to the Graveyard.
 
You can activate Yosenjus' Secret Move while you do not control a "Yosenju" monster, but you still need a "Yosenju" card on the field. 
 
The first effect of Ritual Beast Ulti-Cannahawk only needs one of the two targets to reach the Graveyard in order to resolve successfully. This means that if one of your targets is a "Ritual Beast" monster, and you chain the second effect of Ritual Beast Ulti-Cannahawk to Special Summon that monster, as long as your first target still makes it from being banished to the Graveyard, the first effect will resolve successfully.
 
Monsters leaving their effect activation location before activation

This mechanic is explained in full detail here: Advanced Rulings: Location Matters

 

Note that DN is considered as being run in KDE-US' territory, so duels in the rated pool follow the mechanic enforced in those territories. Here is a typical case of the ruling:

 

Chain Link 1: MST

Chain Link 2: Call of the Haunted, Summoning Satellarknight Deneb.

 

Resolving the Chain backwards, Deneb is Summoned, and then MST destroys Call of the Haunted, which in turn destroys Deneb. Now, Deneb was triggered, and it would normally activate now, but because it isn't face-up, its effect CANNOT be activated.

 

Further explanation is also given below.



 
Other Announcements

1.1: Spore/Sylvan Princess VS Negating


 
1.6: Droll & Lock Bird's effect type


 
1.7: Maxx "C" and once per turn clause


 
1.8: Stardust Assault Mode VS Spell/Trap effects


 
1.9: Abyss-Sphere VS Trap Stun


 
1.10: Divine Punishment and The Sanctuary in the Sky not being fully resolved yet


 
1.14: Esper Girl and looking at the banished card


 
1.15: Artifact Ignition VS full Spell & Trap Card Zone


 
1.17: Traptrix Trap Hole Nightmare VS monsters leaving the field at activation


 
1.19: Burning Abyss VS Set monsters


 
1.22: The Monarchs Stormform verification


 
1.23: Chain Disappearance vs Extra Deck Monsters




#587785 Devil in the Moonlight - The Vampire Prince's Deck Garage - REOPENED

Posted by The Vampire Prince on 29 September 2012 - 06:44 PM

untitled_by_ikutothecat-d5pkqgv.jpg

Hello DN and welcome to The V.P.'s Deck garage! One of the first and biggest deck garages on DN! We have tons of members creating many great decks each of which we personally play test to ensure that it will work right! Do note this contains decks from past banlists Hope you enjoy and yes we do take Deck Requests. Do note, our goal is to provide an applicable base for the deck, not near perfected nor guaranteed to work for you. Each player has their own style and plays in their own way, thus making it hard to prefect a deck for anyone. In other words we'll make a deck base and you'll continue to fix it through your own tests. Please read the rules below!

Rules


Deck Requests

 

Side Help








March 2013

 

 

2014 January

 

April 2015

 

In The Works


Thanks for Stopping By, and Don't Forget to like This Post!
~Prince




#189873 Dandylion OTK

Posted by RareHunter on 30 April 2012 - 12:32 AM

Deck Image:
Posted Image

How the Deck Works:
  • Normal summon King Tiger Wanghu
  • activate The World Tree and Black Garden
  • revive dandylion with Monster Reborn, Black Garden's effect and Wanghu's effect create chain link. CL1 Black Garden , CL2 Wanghu.
  • Wanghu's effect is activate, dandylion destroyed.  The World Tree get 1 Flower counter. Black Garden's effect is activate, summons 1 Rose Token
  • Wanghu's effect  triggered, together with dandylion's effect to summon Fluff Token. CL1 Dandylion, CL2 Wanghu
  • Rose Token is destroyed by Wanghu's effect. The World Tree get 1 Flower counter. 2 fluff tokens summoned by Dandylion.
  • Black Garden's effect  triggered, together with Wanghu's effect. CL1 Black Garden, CL2 Wanghu. Wanghu destroys fluff token. Black Garden summons 1 Rose token.The World Tree get 1 Flower counter.
  • Wanghu's effect is activate because rose token is summoned, Rose Token destroyed by Wanghu. The World Tree get 1 Flower counter
  • From Step 4 to 8 we get 4 Flower Counter in The World Tree, remove 3 counters to summon Dandylion from graveyard
  • because Dandylion is special summoned, then repeat step 3 to 8 until large amount of Flower counters  in The World Tree (e.g.: millions counters)
  • After u get a million counters, remove 2 counters from The World Tree to destroy Wanghu. And also remove 3 counters to special summon Dandylion in ATK mode (999,995 Flower counters left)
  • activate The World Tree's 1st effect, Dandylion gains 400 ATK times 999,995. Attack for game
Posted Image

if you have any ideas to make the deck more consistent then feel free to say them.


#887072 Useless/funny/nonsense cards/effects

Posted by Bleaknight on 15 January 2013 - 03:50 PM

Title says it all. This is a thread made for you to post cards that make no sense or that otherwise wouldn't be 'postable' in a standard thread.
 

airborne%20flaming%20dragon.jpgcute%20chimera.jpgeasily%20summonable%20knight.jpgfire%20sprite%20of%20easily%20readable%2inception.jpgspearjaw.jpg

chimera%20that%20bypasses.jpgwat.jpg469817.jpg




#773320 Constellars' FULL Guide

Posted by Dart Feld on 06 December 2012 - 06:16 PM

SECTIONS (Use CTRL+F and type the title of the section you want to read for an easy navigation through the Guide)

- Introduction
- The Archetype and their exclusive support
- Non-exclusive staple cards

- Archetype strength and weakness
- Tech choices
- Builds and gameplay
- Combos
- Card rulings
- How to fight against...

- Final words



■ INTRODUCTION

Constellars (Sacreds in the OCG) are a series of LIGHT Monsters based on star constellations, their main characteristic is that most of them have effects that allows you to Normal/Special Summon an Extra Constellar Monster, allowing you to Xyz Summon in a turn. This is often used to get the Xyz Monsters of the Archetype, who are very powerful and have a wide-variety of effects.

That's why Constellars are often defined as a TOOLBOX Deck, the Xyz Monsters of the Archetype have effects related to disruption, protection and battle, so they offer something for each situation you may be facing.

Taking advantage of it's toolbox nature is not that easy though, since most of the time you will be using two cards from your hand to Xyz Summon, and this can lead to a fast resource depletion, that's why it's important to handle them with care, pick the right options and moments and know when to push the buttons.


■ THE ARCHETYPE AND THEIR EXCLUSIVE SUPPORT ■

In this section, we're going to review all the cards from the Archetype and their exclusive support, plain and simple.


THE MAIN DECK MONSTERS

 

 

THE EXTRA DECK MONSTERS

 

 

THE SPELL AND TRAP CARDS




■ NON-EXCLUSIVE STAPLE CARDS ■

It's time to review the cards that are not related to the Archetype but are pretty much staples thanks to what they do for Constellars, we're not going to list universal staples (Mystical Space Typhoon, Bottomless Trap Hole, etc) but staples related to this Archetype in particular or staples that are not-so-staples in other Decks.

 

 

■ ARCHETYPE STRENGTH AND WEAKNESS ■

Now we're going to analyze the Archetype strength and weakness, using this as a base you can understand what you're going to use and how to properly use it to mitigate the negative effects and take full advantage of the positive effects, first we're going to introduce it in a stat fashion, then inside the spoiler we're going to have a in-depth analysis of each area.

 

Offense:                ■■■■■            

Defense:               ■■■■■■■         

Speed:                  ■■■                 

Consistency:        ■■■■■              

Draw power:         ■■                  

Power plays:        ■■■■■■■■        

Tool-boxing:         ■■■■■■■■■      

Recovery power: ■■■                 

 

 

 

■ TECH CHOICES ■

 

In this section I will explain the tech choices commonly suggested for the deck, I have to say something... I will not list only the tech choices "I" suggest, I will explain the common tech choices suggested and why I agree with some while I disagree with others. This does not mean that choosing some of those techs I disagree with is a sin and you should kill yourself... you're free to choose them despite what I said, I'm just giving my honest recommendation based on my experience, but in the end... the tech choice is pretty much a player's personal decision, but we can't overlook the fact that some tech choices are better than others.

 




BUILDS AND GAMEPLAY

Enough of long-explanations, time to have fun, I'll introduce you two Constellar builds, the most popular ones and with two entirely different playstyles. You're free to modify them as much as you want, this is a free world and if you feel your choices are more suitable for you or you think your choices are plain better, you're free to do so.

 

 

Control Build

 

 

Turbo build




COMBOS

If you still feel a little lost, I will list a series of some common and not-so-common combos you can pull out with ease with Constellars, those can help you understand a little bit how to use them and the potential they can have. None of those combos are hard to understand (some of them are quite intuitive), but from those basic combos, you may end up learning new ones and knowing what you can do with the cards in your hand depending on the situation.


COMBO 1: Fire Formation - Tenki and Constellar Pollux or Algiedi in hand

Use Fire Formation - Tenki if you go first to get a Constellar Kaus, use him to summon Pleiades (either via Pollux or Algiedi), then bounce the Fire Formation - Tenki back to your hand for a next turn usage, Pleiades will keep a material to disrupt your opponent during the next turn while you have a searcher ready to use in your next turn to search either another Kaus or Brotherhood of the Fire Fist - Bear.


COMBO 2: Constellar Sombre and any other Constellar monster in the Graveyard, Constellar Pollux and Constellar Rasalhague in hand

Summon Constellar Pollux and Constellar Rasalhague, use Rasalhague effect and tribute him to summon Constellar Sombre from the Graveyard, then use Constellar Sombre effect to retrieve Rasalhague from the Graveyard (by banishing the other Constellar Monster) and add it to your hand; then you can Xyz summon any Rank 4 Xyz Monster you want with Pollux and Sombre while keeping Rasalhague on the hand. If the Xyz Monster dies, you will have Pollux and Sombre in the Graveyard; you can use Rasalhague in your next turn, tribute him and summon Sombre, then via her effect, banish Rasalhague and retrieve Pollux to summon another Xyz Monster; you can perform two consecutive Xyz Summons using no other cards than Sombre, Pollux and Rasalhague, allowing you to save valuable resources.


COMBO 3: Xyz Reborn, Star Chart and any card(s) that allow you to summon a Constellar Xyz Monster in your hand or a Constellar Xyz Monster already on the Graveyard.

This is a pretty obvious one, activate Star Chart and the summon a Constellar Xyz Monster to draw a card, then set Xyz Reborn, if that monster is sent to the Graveyard during your turn or your opponent turn, activate Xyz Reborn to Special Summon it during your opponent's turn to draw another card from Star Chart, then use that Constellar Xyz Monster as an Xyz Material to summon Constellar Ptolemy M7 from your Extra Deck and get another card from Star Chart. You can fuel your hand with a lot of cards if you combine Xyz Reborn with Star Chart, take advantage of summoning Constellar Xyz Monsters during your opponent's turn.


COMBO 4: Star Chart and any card(s) that allow you to summon Constellar Pleiades

This is absolutely counter-productive considering how useful Pleiades is, but you may don't need him and want to get resources instead of bouncing something that turn; use Star Chart and summon Constellar Pleiades to get a card, then use Pleiades' effect to bounce Star Chart and activate it again, then use Pleiades as an Xyz Material to summon Constellar Ptolemy M7 and get another card.


COMBO 5: Any card(s) that allow you to summon Volcasaurus

Use any method to summon Volcasaurus (either Pollux/Algiedi+Kaus or using Sombre effect to retrieve a Kaus from the Graveyard and summon it via her effect), then use his effect to destroy an opponent's monster inflicting burn damage, Volcasaurus is now unable to attack directly, however... use him as an Xyz Material to summon Gaia Dragon, The Thunder Charger to bypass that restriction and attack.


COMBO 6: A monster in your opponent's side of the field, Constellar Siat, Constellar Algiedi and Constellar Sombre in hand, Constellar Kaus and another Constellar Monster in your Graveyard or Constellar Kaus in hand and Constellar Rasalhague and another Constellar Monster in your Graveyard.

Special Summon Constellar Siat from your hand, then summon Constellar Algiedi from your hand and use his effect to Special Summon Constellar Sombre; use her effect and banish a Constellar Monster to retrieve either Constellar Kaus (if you don't have it in you hand) or Constellar Rasalhague (if you have Kaus in your hand), with the extra Normal Summon you get from Sombre, summon Constellar Kaus. You now have four monsters on the field (and may have Rasalhague in hand to use with Sombre later), with those... you can summon to the field any of the two rage-inducing pair of Constellar Xyz Monsters (Omega+Pleiades or Omega+Praesepe) or any other Xyz Monster you feel, just remember that Siat can only be used to summon a Constellar Xyz Monster, so don't use him as an Xyz Material if you plan to summon other Xyz Monster.


COMBO 7: Safe Zone ready to be activated, Pleiades on the field.

Activate Safe Zone and target one of your opponent's monster, then use Pleiades effect and return the Safe Zone back to your hand, this will destroy the opponent's monster and you will have a Safe Zone to re-utilize, either to protect your valuable Xyz Monsters or to trick your opponent with plays like that.

Safe Zone has so many uses, for example... if your opponent is going to MST it, you can chain it to one of his monsters to destroy them; or if it's going to be destroyed while equipped to Omega (the preferred target due to his low attack), you can use Omega effect to save himself from Safe Zone drawback and keep Omega.


COMBO 8: Constellar Algiedi, Constellar Sombre and Constellar Kaus in hand; Constellar Pollux or Constellar Algiedi in Graveyard along with another Constellar monster (Kaus can be on the Graveyard and Pollux/Algiedi on the hand too, and if you plan to summon a pair of Rank 4 Xyz Monsters, then Kaus can be replaced with another Pollux or Algiedi).

Normal Summon Constellar Algedi and use his effect to Special Summon Constellar Sombre and activate her effect, banish a Constellar monster from your Graveyard and retrieve either Constellar Pollux or the second Algiedi, use Sombre's effect to gain an extra Normal Summon, then summon the Constellar monster you retrieved and use his effect to summon Constellar Kaus. Now you have material on the field to summon two Xyz Monsters (you can make the Omega+Pleiades or Omega+Praesepe pair).

 

 

■ CARD RULINGS ■

In this section I will explain the rulings of Constellars' cards that may generate some issues or aren't clear enough, while Constellars aren't extremely hard to understand as a whole when it comes to how they work, there are some things that you must know beforehand.


Constellar Pollux, Constellar Leonis and Constellar Sombre "extra Normal Summon" effect

The three monsters share this effect 'You can Normal Summon 1 "Constellar" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)', although those monsters share the same clause '(You can only gain this effect once per turn.)', there are exceptions and situations where they can stack.

Basically, the stackability of their effects depends entirely of which type of effect they are, you cannot stack extra Normal Summon effects if their effect types are the same, but you can do it (despite what the clause says) if their effect types are different.

EXAMPLE 1: If you Normal Summon a Constellar Pollux and apply his effect to Normal Summon a second Constellar Pollux, you cannot apply the extra Normal Summon effect of the second Constellar Pollux.

EXAMPLE 2: If you have a Constellar Leonis face-up and you apply his effect to Normal Summon a Constellar Pollux, you cannot apply the extra Normal Summon effect of Constellar Pollux because both cards' effects that allows you to gain an extra Normal Summon of a Constellar Monster are Continuous.

EXAMPLE 3: If you Normal Summon a Constellar Pollux and apply his effect to Normal Summon a Constellar Sombre, you can use her effect to banish a Constellar Monster from the Graveyard to add another Constellar Monster from the Graveyard to your hand, and then you can use her effect to gain an extra Normal Summon of a Constellar Monster because while Pollux's effect is Continuous, Sombre's effect is Ignition.


Constellar Omega, Constellar Pleiades and Constellar Praesepe effect types

These three Constellar Xyz Monsters have Quick-Effects (although Praesepe can only be activated during the damage step when a Constellar Monster battles).

Quick-Effects are the only type of monster effects that are Speed Spell 2, it means that the said effects can be chained to Speed Spell 1 effects (Monster effects, Normal/Field/Continuous/Equip Spell cards) and Speed Spell 2 effects (Quick Monster Effects, Quick-Play Spell cards and Normal/Continuous Trap cards). That is something that a lot of people don't understand, in fact... a lot of people don't understand about Speed Spells, that's why people takes the wrong idea that only monsters that negate something (such as Legendary Six Samurai - Shi En and Evolzar Laggia) can be activated during an opponent's turn and that they can negate Counter Traps; they don't understand that they can activate their effects because they have Quick-Effects and they're chaining those to the activation of the opponent's card and that they cannot negate Counter Traps because those are Speed Spell 3 cards.

EXAMPLE 1: If your opponent activates Dark Hole (Speed Spell 1 card) while you control Constellar Omega, you can chain Constellar Omega's effect (Speed Spell 2 Quick-Effect) to the activation of Dark Hole forming a Chain, Omega as Chain Link 2 and Dark Hole as Chain Link 1; since Chains resolves backwards (last effect activated - first effect to resolve), Constellar Omega's effect will resolve first making the Constellar Monsters you currently control being unaffected by Spell and Trap Cards, then Dark Hole resolves last destroying all monsters except Constellars who are unaffected by Spell or Trap cards.

EXAMPLE 2: If your opponent activates Mystical Space Typhoon (Spell Speed 2 Quick-Play card) and attempts to destroy one of your cards in the S/T Zone while you control Constellar Pleiades, you can chain Constellar Pleiades' effect (Speed Spell 2 Quick-Effect) to the activation of Mystical Space Typhoon, detaching a Xyz Material and targeting the card being targeted by Mystical Space Typhoon forming a Chain, Pleiades as Chain Link 2 and Mystical as Chain Link 1, Pleiades resolves first returning the card to your hand and Mystical resolves last without effect because the target is no longer on the field (your opponent cannot choose another valid target because Mystical targets at activation).

EXAMPLE 3: If you summon Constellar Algiedi to the field while you control Constellar Omega and your opponent activates Divine Wrath in response to Constellar Algiedi's effect (Divine Wrath as Chain Link 2 and Constellar Algiedi as Chain Link 1), you cannot chain Constellar Omega's effect as Chain Link 3 because Divine Wrath is a Counter Trap, whose Speed Spell is 3, while Constellar Omega's effect is Speed Spell 2.


Constellar Praesepe's ATK increasing effect

Constellar Praesepe's effect can be activated when Constellar Monster you control attack or is attacked, this was a little confusing with the old wording which instead of saying "When a Constellar Monster you control is attacking or is attacked" it said "When a Constellar Monster you control battles", that wording provoked some issues when a Constellar Monster was attacking directly, since a lot of players don't consider that a monster is battling when it's attacking directly, but now it's updated so... to remember:

- Constellar Praesepe's effect can be activated if the one that is attacking or being attacked is Constellar Praesepe himself, because he is a "Constellar Monster that is attacking or being attacked", which meets the requirements for his effect.

- Constellar Praesepe's effect can be activated if a Constellar Monster you control will attack your opponent directly, because that monster is a "Constellar Monster that is attacking", which meets the requirements for his effect.


Constellar Rasalhague's effect

Constellar Rasalhague's effect allows you to tribute him to Special Summon a Constellar Monster (except another Rasalhague) from the Graveyard in Defense Position, things to point out about his effect:

- Rasalhague can be tributed to Special Summon a Constellar Xyz Monster from your Graveyard in Defense Position (as long as that Constellar Xyz Monsters was Xyz Summoned properly and his Xyz Summon was not negated).

- Even if Dimensional Fissure or Macro Cosmos are face-up on the field, Constellar Rasalhague can activate his effect because the only requirement is to tribute Rasalhague, does not matter if it goes to the Graveyard or the Banish Zone.


Constellar Star Chart

Constellar Star Chart is a Continuous Spell card that allows you to, once per turn, draw a card when a Constellar Xyz Monster is Special Summoned, some things to clarify about this card:

- The Constellar Xyz Monster only needs to be Special Summoned successfully for you to draw a card from Star Chart, it means that you draw a card if you Special Summon it from the Extra Deck via a Xyz Summon or if you Special Summon it from the Graveyard with cards like Rasalhague, Xyz Reborn and Monster Reborn.

- The effect activates only once per turn, it means that if you Special Summon two Constellar Xyz Monsters during your turn, you only get to draw a card.

- You draw a card from each Star Chart that is face-up on the field, it means that if you have 2 Star Chart face-up, you can draw 2 cards if you Special Summon a Constellar Xyz Monster.

- Your turn and your opponent's turn counts, obviously, as different turns; it means that if you Special Summon a Constellar Xyz Monster during your opponent's turn (with Xyz Reborn for example), you draw a card from Star Chart, and you can draw another card from Star Chart if you Special Summon a Constellar Xyz Monster during your turn right after your opponent's turn.


Constellar Star Cradle

At the cost of not entering the Battle Phase, we can retrieve 2 Constellar Monsters from the Graveyard, but this card is pretty similar to Pot of Duality in that restriction, and some people think that they can get around it, so to avoid confusion:

- If you activate this card in Main Phase 1, you cannot enter the Battle Phase.

- If you entered in the Battle Phase this turn, you cannot activate this card in Main Phase 2 because, as the card states, you cannot enter the Battle Phase the turn you activate this card.


Constellar Belt

This card tends to cause confusion because people thinks that this card makes them invulnerable to any form of effect negation, but what this card actually does is preventing the "activation" of LIGHT Monsters' effect from being negated, this card does not prevent the "effects" of LIGHT Monsters from being negated.

EXAMPLE 1: If you summon Constellar Algiedi while this card is Face-Up on the field and your opponent respond to that summon by using Effect Veiler, the effect of Constellar Algiedi can be activated but it's effect won't resolve since Effect Veiler "negates the effects" of the monster it targets, Effect Veiler "does not negate the activation of monsters' effects".

EXAMPLE 2: If Constellar Belt and Skill Drain are Face-Up on the field and you summon Constellar Sombre, her effects will be negated since Skill Drain "negates the effects" of all Face-Up Monsters on the field, Skill Drain "does not negate the activation of monsters' effects"

EXAMPLE 3: If you summon Constellar Sheratan while this card is Face-Up on the field and you activate his effect to search for a Constellar Monster from the Deck while your opponent has Herald of Orange Light in his hand, he cannot activate it because Herald of Orange Light "negates the activation of the monster's effect" and Constellar Belt prevents the "activation of LIGHT monsters' effects from being negated".


■ HOW TO FIGHT AGAINST... ■

In this section, I will give a brief explanation of how to fight against certain decks, I will list the ones that are Tier and/or popular decks along with the ones with a win condition outside of attacking to reduce the LP to 0 (Chain Burn, Exodia and Final Countdown).

 

 

WIND-UPS

 

 

FIRE FISTS

 

 

DARK WORLDS

 

 

PROPHECIES

 

 

DRAGON RULERS

 

 

ATLANTEAN MERMAILS

 

 

FIRE KINGS

 

 

ELEMENTAL HEROES

 

 

MACHINA GADGETS

 

 

INFERNITIES

 

 

VERZ

 

 

AGENTS

 

 

CHAOS DRAGONS AND LIGHTSWORN VARIANTS

 

 

BUJINS

 

 

MADOLCHES

 

 

GEARGIA KARAKURIES

 

 

SIX SAMURAIS

 

 

FINAL COUNTDOWN, EXODIA AND CHAIN BURN

 

 

ANTIMETA VARIANTS

 

 

FINAL WORDS

 

I have put everything of me on this guide, since the day it started as a Constellar Builds Guide only, and even that took me quite the amount of time to write. But now I'm really satisfied as how this Guide has grown and how helpful it was for people who posted here looking for advice, so I'm very happy with the results right now, so the only thing left for me is Constellaring until the end of time!




#953004 Andrian's Monster Mash Part 1: Chronomaly deck can Easily win against Top...

Posted by (EZ)Andrian_Dzatnika on 12 February 2013 - 01:46 AM

Hello Everyone, Nice To Meet You... ^_^


First of all, let me introduce myself... :)

I am Supreme King Judai Yuki, Yubel always inside me to beat the darkness together. Ed. Phoenix, Ryou Marufuji, Johan Anderson are my rivals. I want to become stronger like as Yugi Mutou the "King Of Duelist". I am using "Chronomaly" deck now, because my Hero - Neo Spacian Deck vanished in the space. But I won't forget my Elemental Hero Neos that fought together with me a long time ago... GOTCHA!!!

I am very good in making "Monster Mash" deck. I have 9 monster mash deck right now. Chronomaly is the one of them that i like. Here s the list of my chronomaly Monster Mash deck: :D

 

RM1AZhX.png

 

Here is the list of my chronomaly monster mash deck:

MONSTER:
1x Black Luster Soldier
1x Chaos Sorcerer
3x Chronomaly Crystal Bones

3x Chronomaly Crytal Skull
3x Chronomaly Golden Jet
3x Chronomaly Moai
3x Gallis The Star Beast
3x Garbage Lord
2x Garbage Ogre
1x Genex Ally Birdman
2x Ghost Ship
3x Photon Slasher
3x Solar WInd Jammer
3x Star Drawing
2x The Tricky
2x Tour Guide From The Underworld

2x ZW - Eagle Claw

SIDE DECK:

3x Electric Virus

3x Puppet Plant
3x Mystical Space Typhoon

3x XYZ Encore
3x Royal Decree

EXTRA:
1x Void Ogre Dragon
1x Adreus, Keeper of Armageddon
1x Chronomaly Crystal Chrononaut
1x Constellar Pleiades
2x Gaia Dragon, THe Thunder Charger
1x Leviair The Sea Dragon
1x Number 30: Acid Golem of Destruction
2x Number 61: Volcasaurus

1x Shark Fortress
1x Tiras, Keeper of Genesis

1x Temtempo The Percussion Djinn
1x Wind-Up Arsenal Zenmaioh

1x ZW - Leo Arms

This deck is very consistent and i got 1500 rating (in my another account) because of this deck. :D I make this new account to test how consistent and how strong this chronomaly deck, I have tried this deck 121 times duel in my new account and here is the result: :D



881a5BL.png

Honestly i got 4 times disconnected, If not disconnected I would have 6 Total Losses.

I hope my deck recipe will be usefull for everyone... :D
If you confuse and don't know how to play it, freely ask to me. I'll help you guys happily... ^_^

One more thing that's important for you guys to know is this deck worst against:
1. Skill Drain
2. Evilswarm Ophion
3. Archlord Krystia
4. Another card that can't let you SS monster.

But this deck is very consistent and you'll get many wins if you use this deck, I guess. ^_^








Thank you for everyone that read my topic, I'll Share you My Second Monster Mash Deck In My Next Topic (Junk Monster Mash Deck). :)


I Like Monster Mash Deck So Much... :P


Feel Free to Ask me If You have Something You Want To Ask... :)


Edited With New Banned List March 2013 Format. ^_^




#774799 yugiho20's deck garage!!!

Posted by yugiho20 on 07 December 2012 - 05:08 AM

twilight http://i.imgur.com/HtY5s.png

 

quickdraw quasar http://i.imgur.com/MmDft.png

bubble beat http://i.imgur.com/7NtDf.png

chain burn http://i.imgur.com/6v7SY.png

chaos dragons http://i.imgur.com/uuND3.png

cyber beat down http://i.imgur.com/n4NTx.png

dark world http://i.imgur.com/3LV8x.png

dino-rabbit http://i.imgur.com/jD4Az.png

hieratic http://i.imgur.com/DOewk.png

infernity synchro http://i.imgur.com/Xoi6t.png

inzektor http://i.imgur.com/9aEaV.png

Madolche http://i.imgur.com/EGESE.png

mermail http://i.imgur.com/6JeFn.png

pure lightsworn http://i.imgur.com/FR41B.png

six sam http://i.imgur.com/K6x2e.png

wind-up http://i.imgur.com/JsxB6.png

zombie http://i.imgur.com/o5PC3.png

EDIT: 5 people hit the green button so 1 more deck will be added :)

and the will be added is...

photon galaxy! http://i.imgur.com/qKAue.png

EDIT:

http://i.imgur.com/y4mJG.png

EDIT:

gemini : http://i.imgur.com/4NKgz.png


agents : http://i.imgur.com/XK2z9.png

http://i.imgur.com/ohXNcsr.jpg

http://i.imgur.com/BzP18uq.png

 

gagaga fun deck: http://i.imgur.com/rYrd4ht.png

 

April 2014 format:

 

Mecha Phantom Beast: http://i.imgur.com/t7o7CWw.png

 

 

 

Ruels
 

 

1. stay on topic

2. only 2 request per user, this to thin out the random requests. (any request already made will be counted)

3. don't complain

4. be patient

5. have fun =)



 




#955927 How to Make Your Own Profile Song

Posted by The_Deadman on 13 February 2013 - 06:04 AM

It's been a while since I've seen a working or non-defunct "Profile Song" thread. So, I figured I would take the task upon myself to provide you all with a Hotlinking MP3 Service and/or make your Profile Songs.

Kiwi6.com is the site I use to upload MP3s and make them into exportable links. If you make an account, you simply upload your MP3 then click on the Upload URLs link underneath. You may need to copy and paste this link into a new tab to access it.



To show exactly where:

aUkkMtF.png

 

Note, this is NOT the link you copy and paste into your Profile Song box. The link you use is the Direct Hotlink that shows in the lower lefthand corner upon seeing the new page.

 

To show exactly where:

NgL5whs.png

 

Note you need to hit SHARE to display the direct hotlinks now.

If you are too lazy, if this was too complicated, or you simply want me to do it for you, feel free to post a song request in this forum. I have a plethora of MP3s saved to my hard-drive, so I should be able to cover most everyone's requests.

I can do YouTube links perfectly, though, I will not post how exactly I convert Youtube links to MP3s. That is my own little secret. <3 If you wish to know my method, PM me.

Here's how to do it. Go here: http://www.listentoyoutube.com/ Afterward, just paste the link in the link box and follow directions.

Then again, the object of this thread was so that you could make your own. My help is simply available if needed.

Hope this helps any and all people struggling to make a Profile Song!

 

 

Update: Alternative Sites

 

http://www.youtube-mp3.org/

 

http://puush.me/

 

http://www.vidtomp3.com

 

Update: Why Can't Our Government Leave Us Alone?

 

An announcement I need to make regarding anyone's song that happens to be hosted on my Kiwi6 profile.

 

Update: Guide to Your Profile Song Box

 

Ok here's the new ones ^_^. As the previous ones, they just show how to insert the link on the profile, not really hard xD.

 

 

Recognized Helpers

 

Sheryann

LightShaver

Bryan_Lutra

Guilty Dawn

Shark~

MillenniumAlchemist

Killer-Bee




#422284 2 Quasars for 4 cards? Holy Cosmic Fortress, Batman!

Posted by taproot on 03 August 2012 - 03:18 PM

Posted Image

So essentially, if you have Alien Ammonite, Code A, and Symbol of Heritage, you can get at least 1 Quasar and a bunch of Level 6 monsters.  If you have any other card to throw on top of that mess, you suddenly have 2 Quasars, along with drawing most of your deck, and clearing the opponent's field.

Here's how the combo works without any other cards.
NOTE: You need 2 Ammonite, 1 Warrior/Telepath, and 1 Psychic to make this work.  Not a problem with Snake Rain.  If you have Battle Fader on the field, the Psychic is optional, and you can replace the 2 Ammonite with 2 Warrior.

1) Summon Ammonite to Summon Warrior
2) Synch for Gol'gar
3) SoH for Ammonite
4) Activate Code A
5) Bounce SoH and Code A for Gol'gar's effect to put 2 counters on Gol'gar
6) Activate Code A and use it to summon Warrior
7) Synch for Gol'gar
8) SoH for Ammonite
9) Bounce with Gol'gar
10) Code A for Warrior
11) Synch for Gol'gar
12) SoH for Ammonite
13) Bounce with Gol'gar
15) Synch Ammonite with 1 Gol'gar for Brionac
16) Activate Code A for Psychic
17) SoH for Ammonite
18) Use Brionac to discard to bounce SoH
19) Synch for Formula
20) Synch for Quasar using Gol'gar, Gol'gar, and Formula
21) SoH for Gol'gar
22) Bounce with Gol'gar
23) Code A Ammonite
24) Synch for Uruquais
25) SoH for Gol'gar
26) Bounce with Gol'gar
27) Code A Ammonite
28) Synch for Gaia
29) Activate SoH for Gol'gar
30) Bounce with Gol'gar

Now your field is:

Quasar, Brionac, Uruquais, Gaia, Gol'gar

With a hand full of revival cards.

Alternatively, if you have anything on the field, make a T.G. Librarian.  At this point, when you get to the stage where you're resummoning Gol'gar and Ammonite, keep synching for Brionac.  Whenever Brio comes onto the field, use the card you drew for T.G. Librarian to bounce Brionac back to your extra deck.  Do this until you either draw SoH or Monster Reborn.  If you draw SoH, use it to gain extra Counters each turn.  That should fuel Gol'gar's field destruction ability.  Once you get Monster Reborn, hold onto it until your opponent has a clear field.  At this point, use it to spring Formula from the grave and Summon another Quasar with Gol'gar, Librarian, and Formula.  At this point, your opponent should be thoroughly defeated, even if he has Gorz. or Battle Fader.


#778977 Phase Mechanics Made Simple

Posted by bilaterus on 08 December 2012 - 06:15 PM

Phase Mechanics
 

 

Sometimes several effects need to activate in a Phase or Step, such as the mill effects of Lightsworn monsters, or sometimes either player wants to use a fast effect such as Super Rejuvenation. How is their order determined?

 

Specifically this stuff applies to the Standby Phase, End Phase, and End Step of the Battle Phase, where Trigger Effects typically want to activate. Fast Effects don't quite work in this way - they're best understood according to the general principles of Fast Effect Timing.

The Structure

After the Phase begins, follow these steps:

  1. The Turn Player (TP) can activate/end any (appropriate) effect or pass to the other player
  2. The Non-Turn Player (NTP) can activate/end any effect or pass back to the TP
  3. The TP must activate/end any mandatory effects, if any
  4. The NTP must activate/end any mandatory effects, if any
  5. The TP can activate/end any optional effect 
  6. The NTP can activate/end any optional effect 
  7. The TP discards for the hand size limit if appropriate
  • Any effects triggered by the hand limit discard can activate [the chain can be formed as normal]. After this chain, return to (7).
  • Anything which ends at the very end of the turn, such as the expiry of Effect Veiler, end just as the next player takes their turn.

 

Notes:

- At any point up to/including (6), any fast effect may be activated instead

If any effect activates/resolves at any point, once the game state opens up again according to Fast Effect Timing, return to the beginning of the above steps.

- Anything that activates in the above steps are NOT all part of one chain. They're all chains that are built and resolved separately (if appropriate).

 

Let's take a look at some examples to see these steps in action.

 

 

Zenmaines vs Mind Control

Player A has “Dark Hole” and “Mind Control” in their hand. Player B controls “Wind-Up Zenmaines.” Player A activates “Dark Hole” and Player B detaches an Xyz Material for “Wind-Up Zenmaines.” Player A then activates “Mind Control” targeting “Wind-Up Zenmaines.” Player A moves to the End Phase. What are the possible outcomes?

 

We have Player A controlling Maines which needs to activate, and he also has Mind Control to end. 

 

We start at (1). Player A can choose either Maines or Mind Control, or he could pass to Player B to see if they want to activate anything. 
 

  • Outcome 1: Player A activates the effect of Maines at (1) and after it activates and resolves, Player A can resolve Mind Control after that.
  • Outcome 2: Player A resolves Mind Control first. After that, Player B can activate the effect of Maines that was returned.

So ultimately it's a simple case. Player A simply chooses which effect to resolve first.

 

 

Garunix vs Garunix

Players A and B both have a destroyed "Fire King High Avatar Garunix" in their Graveyards that were destroyed the previous turn. It is Player A's Standby Phase.

 

Note that Garunix's effects are mandatory.

 

Remember that the two Garunixes' effects to Special Summon, as well as their Trigger Effects to blow up the field, will all be in separate Chains in the End Phase. What this means is that the first Garunix to be Summoned will activate to blow up the field, and only after that resolves will the next one activate to Special Summon (as the EP cycle restarts again). Once the second is Special Summoned, it'll kill off the first.

 

So, the second Garunix to be Summoned will 'win', and it'll be left on the field once the dust (or fire) settles. Let's follow the EP steps to see what the possibilities are.

 

  1. Player A can activate his Garunix's effect to Special Summon, or he can pass to Player B. Suppose he passes to B.
  2. Player B can activate his Garunix's effect to Special Summon, or he can pass back to A. Suppose he passes back to A.
  3. Player A is now forced to activate his Garunix's effect! (Or he may do something else, restarting the EP cycle).

So the possible outcomes are:

 

  • Outcome 1Player A activates Garunix at (1). This means that Player B's Garunix wins.
  • Outcome 2: Player A passes at (1) and Player B activates Garunix at (2). This means that Player A's Garunix wins.
  • Outcome 3: Player A passes at (1), but Player B passes back, forcing A's Garunix to be first. This means that B's Garunix wins.

Hence Player B can 'force' Player A to Summon their Garunix first! They just have to pass at (2), if needed.

 

However, if Player B isn't quite as good at game mechanics as Player A, then A could pass to Player B, who might feel obliged to activate their Garunix's effect(s). This would result in Player A's Garunix winning. Ruling knowledge is power!

 

 

Garunix vs Treeborn Frog

Player A controls a "Treeborn Frog" (and no Spells/Traps), and Player B has a "Fire King High Avatar Garunix" that was destroyed in the last turn. It is Player A's Standby Phase.

 

Note that Treeborn Frog's effect is optional, which will change the outcomes from the previous.

 

  1. Player A can activate the effect of Treeborn Frog or pass. Suppose Player A passes.
  2. Player B can activate the effect of Garunix or pass. Suppose Player B passes as well.
  3. Player A is NOT obliged to activate Treeborn Frog now, because its effect isn't mandatory. They can pass again.
  4. Player B must now activate Garunix's effect. 

 

So:

 

  • Outcome 1: Player A Summons Treeborn Frog at (1), and after that, Player B's Garunix kills it
  • Outcome 2: Player A keeps passing until Player B is forced to activate their Garunix and its destruction effect, allowing Treeborn Frog to be Special Summoned safely afterwards.

 

Due to the optional nature of Treeborn Frog's effect, Player A can always force it to be second... if he knows what he's doing!

 

 

Super Rejuvenation and White Stone of Legend

This section covers a more advanced, technical situation, and may be omitted.

 

​Player A has activated "Super Rejuvenation" and discarded 2 Dragon-Type monsters earlier in the turn, and currently has 5 cards in their hand including a "Blue-Eyes White Dragon." Player A moves to the End Phase and applies the effect of "Super Rejuvenation," drawing another "Super Rejuvenation" and "The White Stone of Legend." What are some of the possible outcomes?

 

This is was a potential End Phase situation for Deep Draw Dragon Exodia.

  • Outcome 1: Player A activates Souper Rejuv from hand during (1) and draws 2 cards. After that Player A discards cards including Stone for hand size limit and since Stone is a mandatory trigger, it activates after it's discarded.
  • Outcome 2: Player A discards Stone for hand size limit, and Stone activates and resolves adding Blue-Eyes to hand. Player A then re-discards for the hand size limit and after that, play moves to Player B's turn.
  • Outcome 3: Player A discards Blue-Eyes for hand size limit, and play moves to Player B's turn.
  • Outcome 4: Player A discards Stone for hand size limit, and Stone activates. Player A then chains Souper Rejuv to Stone's effect, drawing 3 cards and then adding Blue-Eyes to hand. Player A then re-discards for the hand size limit.

Important here is that Super Rejuv is either used before the hand size discard (legal because Quick Play Spells can be activated from hand at any time during your turn), but if it's to be used after the discard, it must be chained to Stone. It cannot be used after it resolves because after (7) only chains started by certain trigger effects can go off, meaning that you cannot manually active Souper Rejuv on its own chain any time after discarding for the hand size limit.

 

Notes

You may be wondering where all of these steps come from. Actually, if you're very astute, you can derive Phase mechanics from the Fast Effect Timing Chart.

 

 

 

If you look at the right hand section of the Chart, you can begin to see how it works. Players cannot pass forever, so essentially the structure ends up like the steps I laid out at the beginning.

 

You can read more about the 'rigorous' handling of Phases here: https://ygorganizati...e-battle-phase/

 

Take care!




#2098568 Every Ruling Link You Ever Wanted!

Posted by Skulblaka98 on 23 April 2015 - 07:18 PM

kangaroo-waving-good-day-smiley-emoticon

Here you will find every ruling link you ever wanted! Linked below will be links to articles explaining various game mechanics, as well as Konami policy. Following the articles on each mechanic will be some short quizzes that you can use to test your knowledge. 

 

If you're interested in studying rulings from the very beginning in sequence, try the Demystifying Rulings Series from YGOrganization.

 

Remember the trinity of learning rulings: playing, studying, lurking! Yugioh is a complex game, and the best way to learn rulings is through actually playing the game, reading articles about its mechanics, and spending time in the rulings section of reputable forums (like this one!).

 

Original credits for this page goes to @bilaterus.

 

 

The Basics

This section includes the Yugioh Rulebook. Even if you know how to play, you should still flick through it, as there are some fundamental explanations inside. This section also contains DN's Rules. 

 

 

Problem Solving Card Text (PSCT)

PSCT is how Konami now writes the text of cards, and understanding how it works is fundamental to the game. It's so important, it gets its own section on this thread.

 

 

Konami Policy

Everyone attending a sanctioned event must comply with Konami Tournament Policy. DN follows these policies where they are relevant. 

 

 

General Game Mechanics

This section contains explanations of common and important game mechanics.

 

Optional "if" vs optional "when" effects 

 

Simultaneous Effects Go On Chain (SEGOC) 

 

Fast Effect Timing

 

The Fast Effect Timing Chart

 

The Damage Step

 

Special Summons

 

Replays

 

Attack & Defence Modifiers 

 

Miscellaneous Rulings

 

 

 

Judge Documents

These documents provide essential and insightful knowledge for judges.

 

 

Complex Rulings & Mechanics 

If you're familiar with the general mechanics of the game, and are interested in learning some more complicated rulings, this section is for you.

 

 

Ruling Exams

This section contains exams that are useful if you want to test your knowledge of Yugioh rulings. 

 

 

Please do not hesitate to PM me if you have any suggestions, questions regarding anything listed above, or about rulings or game mechanics in general. Happy studying!




#2365163 Remember CloudParameters

Posted by CyBlade on 19 March 2016 - 11:51 AM

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I'm not exactly sure how to write this because it wasn't easy making a decision whether or not to write this or not but in honor of her I am. This is not about me. This about the amazing friend I had that changed my life on DN. @CloudParameters was one of the best admins on DN.  A caring person who was always there to lend a hand to those in need. She was a creative duelist/deck builder and one of the most intelligent people I have ever met when it comes to rulings. She was my best friend and girlfriend I love her very much. She is a perfect example of what a senior should be. We have good and bad memories but we always remained strong and remained friends. She gave me good advice and helped shaped me to be better as a person more than I could possibly describe. She had a passion for dueling that was pure love and that's the best way I can describe it.

 

The cutest person. All I can say is that she said she was not coming back so in honor of that I wanted to be as appropriate as I can. I love you very much @CloudParameters words can't describe how much I care about our friendship and the memories we shared go so far back that describing them would be a million stories to come. I'm better at yugioh because of you. I'm better at rulings because of you. And I have had a amazing lover/friend because that was you. I will always appreciate that.

 

If anyone has anything they wish to say to her. Just tell her here. God bless you my angel. This isn't goodbye it's never goodbye. You will always exist in my hearts and in you're friends hearts. We will never forget. May you rest peacefully and enjoy yugioh in my heaven my love.

 

In honor or her please be respectful in this thread... Thank you.

 

It's been confirmed she passed away sunday evening.

 

Rest well Tiffany.




#2231535 New Leadership!

Posted by bilaterus on 15 September 2015 - 08:41 PM

Hello everyone! I'm bilaterus, your new Head of the Forums! 

 

I intend to do everything that the previous leadership has not been able to do. From now, the staff is going to be much more transparent about their decisions, and we're going to involve you guys in them. I hate politics and deals behind closed doors with a passion, so you can bet I'm not going to get into that stuff. Plus, I have far too much time on my hands, so unfortunately for you guys, you're stuck with me for a long time :P

 

By the way, Dan is also still leader of the Forums, and the other Heads are still responsible for their respective areas. I'm just stepping up to give them a hand, because they're all pretty busy people.

 

Anywho, I prefer actions to empty words, so let's start the new 'regime' starts now:

 

Miscellaneous Section

...

 

Several of the subforums here are pretty barren, and some of the sections could be better organized. What do you want to see changed about this place? Post with your comments and suggestions.

 

I will be making changes one week from now, so that everyone gets a chance to weigh in.

 

Other

There's nothing else for now, but I will be systematically be going through all of the sections over the coming weeks. Watch this space. In the meantime, feel free to ask me any questions, and I'll do my best to answer them.

 

I look forward to hearing from you guys ^^




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